[GPU] Disable 3D slice pitch assertion for non-3D textures
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@ -2692,8 +2692,9 @@ bool TextureCache::LoadTextureData(Texture* texture) {
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load_constants.guest_pitch_aligned = level_guest_pitch;
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load_constants.guest_pitch_aligned = level_guest_pitch;
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load_constants.guest_z_stride_block_rows_aligned =
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load_constants.guest_z_stride_block_rows_aligned =
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level_guest_layout.z_slice_stride_block_rows;
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level_guest_layout.z_slice_stride_block_rows;
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assert_zero(load_constants.guest_z_stride_block_rows_aligned &
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assert_true(dimension != xenos::DataDimension::k3D ||
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(xenos::kTextureTileWidthHeight - 1));
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!(load_constants.guest_z_stride_block_rows_aligned &
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(xenos::kTextureTileWidthHeight - 1)));
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uint32_t level_width, level_height, level_depth;
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uint32_t level_width, level_height, level_depth;
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if (level == level_packed) {
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if (level == level_packed) {
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@ -486,7 +486,7 @@ class TextureCache {
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// For tiled textures - row pitch in blocks, aligned to 32.
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// For tiled textures - row pitch in blocks, aligned to 32.
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// For linear textures - row pitch in bytes.
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// For linear textures - row pitch in bytes.
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uint32_t guest_pitch_aligned;
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uint32_t guest_pitch_aligned;
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// Must be aligned to 32.
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// For 3D textures only (ignored otherwise) - aligned to 32.
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uint32_t guest_z_stride_block_rows_aligned;
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uint32_t guest_z_stride_block_rows_aligned;
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// vec4 1.
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// vec4 1.
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@ -11,7 +11,7 @@ cbuffer XeTextureLoadConstants : register(b0) {
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// For tiled textures - row pitch in blocks, aligned to 32.
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// For tiled textures - row pitch in blocks, aligned to 32.
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// For linear textures - row pitch in bytes.
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// For linear textures - row pitch in bytes.
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uint xe_texture_load_guest_pitch_aligned;
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uint xe_texture_load_guest_pitch_aligned;
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// Must be aligned to 32.
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// For 3D textures only (ignored otherwise) - aligned to 32.
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uint xe_texture_load_guest_z_stride_block_rows_aligned;
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uint xe_texture_load_guest_z_stride_block_rows_aligned;
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// If this is a packed mip tail, this is aligned to tile dimensions.
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// If this is a packed mip tail, this is aligned to tile dimensions.
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